Super Smash Bros. Brawl Walkthrough :

This walkthrough for Super Smash Bros. Brawl [WII] has been posted at 06 Sep 2010 by rayquaza king01 and is called "Samus Guide". If walkthrough is usable don't forgot thumbs up rayquaza king01 and share this with your freinds. And most important we have 79 other walkthroughs for Super Smash Bros. Brawl, read them all!

Walkthrough - Samus Guide

Page 1

|---------- |----------| | \ / | | | |----------
| | | | \ / | | | |
|---------| |----------| | \/ | | | |---------|
| | | | | | | |
----------| | | | | |----------| ---------|
|----------| |----------| |----------| |\ |
| | | | | | | \ |
|----------| |----------| |----------| | \ |
| | | \ | | | \ |
| | | \ | | | \|
___________________________________________________________
-----------------------------------------------------------
___________________________________________________________
Super Smash Bros. Guide to Samus Aran
By: flamedtechno (team_tor_redmachine@msn.com)
Some contents from the official Brawl website:
http://www.smashbros.com/
_____________________________________________________________________
-----------------------------\
Table of Contents =======================================
-----------------------------/
_____________________________________________________________________
*Updates [VER1]
*Introduction to Samus [INTRO1]
*Changes from Melee & Pros and Cons [PC1]
*Switching between Samus and Zero Suit Samus [SZS1]
*Samus' moveset [SAM1]
*Zero Suit Samus' moveset [ZSS1]
*Final Smashes [FS1]
*Strategies and Combos [STR1]
*Fighting against certain characters [CHAR1]
*Fighting against Samus/Zero Suit Samus [CHAR2]
*FAQ [FAQ1]
*Miscellaneous [MISC1]
*Credits and Legal Stuff [CLS1]
Use the search function (CRT + F) to find a specific section.
_____________________________________________________________________
-----------------------------\
Updates [VER1] =======================================
-----------------------------/
_____________________________________________________________________
Month/Day/Year
03/21/08 - Version 0.00: Started on this Guide.
03/31/08 - Version 1.00: Basic outline finished. Submitted to Gamefaqs.
04/01/08 - Version 1.15: Guide accepted to Gamefaqs. Added FAQ section. Added
to the Zero Suit Samus' moveset and Strategies and Combos section.
04/02/08 - Version 1.15: Allowed a couple of websites to use this guide.
04/03/08 - Version 1.30: Added to the Strategies and Combos section and the
FAQ section.
04/07/08 - Version 1.60: Edited and added more info in the Fighting against
certain character, Introduction, Miscellaneous and Credits and Legal stuff
sections.
04/10/08 - Version 1.90: Added some stuff to the Miscellaneous, Strategies and
Combos, Introduction to Samus and Credits and Legal stuff section.
Also, almost done Fight against certain characters section.
Still need to add:
- Wolf
- Pokemon Trainer
- Lucario
- Mr. Game and Watch
- Snake
- Sonic
04/21/08 - Version 1.95: Added more to the Fighting against certain characters
section and editted some parts of it. Also editted the FAQ section.
05/07/08 - Version 2.00: Finished the Fighting against certain characters
section. Yay me!
_____________________________________________________________________
------------------------------\
Introduction to Samus [INTRO1] ======================================
------------------------------/
_____________________________________________________________________
First off, this is my very first contribution to Gamefaqs and I hope it will
be very helpful.
Samus is the most famous Bounty Hunter in the Galaxy. She joins us from the
Metroid Series.
In her games, Samus is given an assignment and she must go to a Planet or
Galaxy. She is a member of the Galactic Federation, an organization that
fights against Space Pirates.
Samus' parents was killed by Ridley when she was only three years of age. She
was taken in by an alien species called the Chozo, where she was injected with
their blood and trained, thus giving her super-human strength. Her Power Suit
is also made by the Chozo. The Chozo is now believed to be extinct.
Samus is usually alone in her games, which is probably why she is the only
character in Brawl from the Metroid Series.
Samus is a starter character in Brawl. I find her to be really easy to get
used to. I, myself, got good with her by watching videos of Samus experts
using her.
Samus is a Medium weight character and is good with both close range and long-
range attacks. If you can get used to her in both areas, then you should be
all right.
There is another thing about Samus. She now has two forms (Like Zelda and
Sheik), where she can shed off her armor to become Zero Suit Samus. She is a
lightweight character and very agile. However, she suffers from lack of long-
range attacks and decreased defense.
They both have a complete moveset to their own. They also have very different
Final Smashes.
I would recommend you to get used to Samus and Zero Suit if you like to play
with Smash Balls on.
In this guide, I will refer "Samus" as Samus with the Power Suit on and "Zero
Suit Samus (ZSS)" as Samus without the Power Suit.
Terminology:
DI- Directional Input. DI is the direction you tilt the control stick towards
to.
N/F/B/U/D-air - Means to press A with Neutral/Forward/Backwards/Up/Down DI,
respectively.
F/U/D-smash - Means to smash the control stick Forward/Up/Down, respectively,
and pressing the A button at the same time. Smash attacks can be charged.
F/U/D-tilt - Same as Smashes, except you only tilt the control stick, then you
press A.
Edgeguarding - To guard the edge by attacking an opponent that is trying to
recover
Edgehogging - Grabbing onto a ledge so that a recovering opponent cannot.
Edgehopping - Grabbing onto a ledge, then tilting the Control Stick away from
the stage to let go and then jumping back and grabbing the ledge.
Lag - Refers to the amount of time you are left open to attack after using
certain moves.
Meteor Smash - A midair attack that launches the opponent downwards.
Shedding - The process of Samus taking off her armor.
Standby mode - After breaking open the Smash Ball, your character will be
glowing. This is called Standby mode.
Helpless mode - After using a certain mode in mid-air, you may into helpless
mode. While at this status, you cannot do anything except fastfalling (Tapping
down while in the air to fall down faster).
Short Hop - To jump as low as possible. Done by a slight tap on the jump
button. Useful for quickly using aerial moves on a ground character.
Flip jump kick (left or right) - A kick done by using Zero Suit Samus' Down B
move, then pressing the A button while flipping.
Now I will begin the guide!
_____________________________________________________________________
----------------------------------------\
Changes from Melee & Pros and Cons [PC1] ============================
----------------------------------------/
_____________________________________________________________________
Samus has changed a lot from Melee. This section will compare the Pros and
Cons of the changes and the Pros and Cons in general. The changes from Melee
only refers to Samus.
=============
Changes =====
=============
Pros
- Missiles are spammable. Useful while in the air.
- Grapple Beam is easier to hit with and does more damage and knockback.
- Grapple Beam will automatically attach to the ledge when trying to get back
on the stage.
- D-tilt is better.
- Her Screw Attack (Up B) has been buffed, as I see it.
- Charge Shot (B) takes a shorter time to fully charge up.
- Morph Ball Bomb (Down B) seems to have been buffed.
- Her D-air, which is a spike, is easier to pull off without fastfalling.
- Screw Attack will trap opponents.
- She now has her Zero Suit Samus form!
Cons
- Her Charge Shot has been nerfed severely. Hard to KO with it than in Melee.
- Her Power missiles (F-smash B) have also been nerfed in knockback.
- Grapple Beam seems to have slightly shorter range.
- Her N-air and B-air have been nerfed.
- Her Bomb Jump recovery is harder to pull off.
- Morph Ball Bombs don't explode on contact.
- Slightly slower.
- Can't perform moves while Bomb Jumping.
Other
- Grapple Beam looks stronger.
- She has her dark suit as her alternative colour.
- Her power Missiles looks very different from her Homing Missiles.
- Her taunt from Melee is gone.
===============================
Pros and Cons in General ======
===============================
--------------------------
Samus
--------------------------
Pros
- Incredibly good aerial moves.
- Good with close range and long-range
- Good recovery; can use Bomb Recovery.
- Can use Grapple Beam as tether recovery and edgehog.
- Missiles are good for racking up damage.
- Very balance character.
- Very good spike if timed properly.
- Final Smash is very good.
- Good finishers such as D-tilt.
- Pretty good combos.
- Samus is heavy for her size. This is good because she won't fly has far and
has excellent recovery. In other words, she is hard to KO.
Cons
- Not too good against fast characters like Toon Link.
- Grapple Beam leaves you wide open if used on the ground.
- Slightly hard to finish off your opponents.
- Missiles and Charge Shot can be reflected or absorbed.
- Not very good horizontal recovery, unless you Bomb Jump.
--------------------------
Zero Suit Samus
--------------------------
Pros
- Fast, light and agile.
- Tied with Sheik for fourth fastest character in the game.
- Can crawl and Wall Jump with her Down B.
- Paralyzer is very useful.
- Good horizontal recovery.
- Tether recovery makes her easier to get back on the stage.
- Best Tether recovery character.
- Easy to combo with.
- Can stop an edgeguard by Flip Jumping (Down B) and kick.
- Good damage racker.
- Good at juggling.
Cons
- No good long-range attacks.
- Her Spike (Flip jump and kick) is harder to hit with.
- Final Smash isnÃ¢Â€Â™t too good, but still pretty decent.
- Less balanced than Samus from my point of view.
- If you are switching to Zero Suit Samus, you are completely open to any
attack because you cannot attack immediately after the armor falls off.
- Lacks low percent finishers.
- Light.
_____________________________________________________________________
--------------------------------------------------\
Switching between Samus and Zero Suit Samus [SZS1] ==================
--------------------------------------------------/
_____________________________________________________________________
Because you donÃ¢Â€Â™t switch like Zelda and Sheik, where they have a move that
transforms them, the switch with Samus is harder to do. However, there are
three ways you can switch from Samus to Zero Suit Samus.
1) Choose Samus on the character selection screen. When clicking on the "Ready
to Fight!" text to go to the stage selection, hold the button stated below
until you go to the stage selection screen.
If you are using the:
- Wii Remote with Nunchuk, then hold the Z button.
- Gamecube/Classic controller, then hold the R button.
- Wii Remote, then hold the Minus (-) button.
By doing this, you will start off as Zero Suit Samus.
2) Use SamusÃ¢Â€Â™ Final Smash. SamusÃ¢Â€Â™ Final Smash (Zero Laser)
overloads her Power
Suit and causes it to fall off. You can now play as Zero Suit Samus. For more
info, look under the "Final Smash" section.
3) Use SamusÃ¢Â€Â™ Up Taunt, then Down Taunt, then her up Taunt again. You must do
this really fast in order to do the change.
No matter which method you are using, you will end up with three armor pieces
near you. These pieces can be thrown and have decent damage and knockback.
Also note that when using methods 2 and 3, you are open to attack right after
you stop glowing. Even if you KO your opponent after the Final Smash, your
opponent has enough time to get off the revival platform and attack you before
you can.
_____________________________________________________________________
-----------------------------\
Samus' moveset [SAM1] ======================================
-----------------------------/
_____________________________________________________________________
=============================
Normal Moves (A moves) ======
=============================
In this section, I will list all of SamusÃ¢Â€Â™ normal attacks.
--------------------------
Ground moves
--------------------------
A --> Weak Punch. Weak knockback. 3% damage.
A, A --> One-two Punch. Weak knockback, weak knockback. 3%, 7% damage.
F-tilt --> Kick. Little knockback. 7% damage.
D-tilt --> Ground Flame. Decent knockback. 14% damage. Good launcher.
U-tilt --> Downward Heel kick. Decent knockback. 12% damage if enemy if above
head, 13% damage if enemy is in front.
F-smash --> Arm cannon punch. Decent knockback if uncharged, great knockback
if fully charged. 13% damage if uncharged, 18% damage if fully charged.
D-smash --> Sweeping kick. Good knockback if uncharged, really good knockback
if fully charged. 15% damage if uncharged, 21% damage if fully charged. Good
launcher.
U-smash --> Overhead flamethrower. Fires fives flames, but the fifth one has
the most knockback. This move is more of a damage racker. 4%, 4%, 4%, 5%, 6%
damage if uncharged. Total of 23% damage.
5%, 5%, 5%, 7%, 8% damage if fully charged. Total of 32% damage. You
may only be able to land 3-4 of these hits.
Dashing attack --> Tackle. Good knockback. 10% damage. Very useful. Decent
launcher.
Ledge attack --> Kick. Decent knockback. 8% damage.
--------------------------
Air moves
--------------------------
N-air --> Forward kick (sexkick). Little knockback. 9% to 6% damage.
F-air --> Forward flamethrower. Similar to her U-smash, except she shoots it
forward. Decent knockback. 4%, 3%, 3%, 3%, 5% damage. Total of 18% damage.
Very useful aerial move.
U-air --> Upper drill kick. Does 6 hits. The sixth hit has highest knockback.
Good knockback. 11% damage.
B-air --> Backwards kick. Great knockback. 14% damage if hit with heel, 10% if
hit with anywhere else. Good finishing move.
D-air --> Meteor Smash (Spike). High knockback. 15% damage. A really good
Spike.
==============================================
Special Moves (B moves) and Grabs/Throws. ====
==============================================
B --> Charge shot. Weak knockback if uncharged. 3% damage if uncharged.
High knockback if fully charged. 25% damage if fully charged. Good finisher.
Forward B --> Homing/Power missiles.
Homing missiles: Tilt the Control stick forward with the B button. Follows
opponents, slows down, then detonates. Little knockback. 5% damage.
Power missiles: Smash the Control stick forward with the B button. Travels
fast. Great knockback. 10% damage.
Down B --> Morph Ball Bomb. Little/no knockback. 5% damage.
Up B --> Screw Attack. Does 12 hits. 12th hit has high knockback. 12%-13%
damage if the hits land. Recovery move. Causes Helpless mode.
Grapple Beam (while in mid-air) --> Decent knockback. 4% damage. Useful
Forward throw --> 9% damage.
Backward throw --> 8% damage.
Up throw --> 9% damage.
Down throw --> 6% damage.
_____________________________________________________________________
-------------------------------\
Zero Suit Samus' moveset [ZSS1] =====================================
-------------------------------/
_____________________________________________________________________
=============================
Normal Moves (A moves) ======
=============================
In this section, I will list all of Zero Suit SamusÃ¢Â€Â™ normal attacks. Also
note
that her attacks are much faster than SamusÃ¢Â€Â™.
Armour pieces --> Throw an Armour piece at an opponent. High knocback. 9% to
11% damage. Damage depends on how you throw the Armour piece (Forward throw or
normal throw) and the distance the Armour piece travels.
--------------------------
Ground moves
--------------------------
A --> Weak Punch. Little/no knockback. 2% damage.
A, A, A --> One-two-three Punch. Little knockback. 2%, 2%, 3% damage.
F-tilt --> Kick. Little knockback. 6% damage.
D-tilt --> Sweeping kick. Good knockback. 6% damage. Good launcher.
U-tilt --> Handstand upwards kick. Great knockback. 5%, 6% damage. Total of
11% damage. Really good launcher.
F-smash --> Plasma Slice (uses Plasma Whip to whip). Decent knockback if
uncharged, great knockback if fully charged. 6% to 10% damage if uncharged, 6%
to 14% damage if fully charged. Can also hit behind her for 6% damage.
D-smash --> Downwards Paralyzer shot. Weak knockback, stuns the foe the longer
it is charged. 11% damage if uncharged, 15% damage if fully charged.
U-smash --> Plasma Tornado. Does 7 hits. 12% damage if all hits land. This
move is a good launcher.
Dashing attack --> Running kick. Weak knockback and a sexkick. 5% to 7%
damage. Very useful.
Ledge attack --> Kick. Decent knockback. 8% damage.
--------------------------
Air moves
--------------------------
N-air --> Short range whip. Weak knockback. 10% damage.
F-air --> One-two kick. Weak knockback. 6%, 11% damage. Total of 17% damage.
U-air --> Back flip kick. Good knockback. 10% damage. Incredibly good move for
juggling.
B-air --> Backwards kick. Decent knockback. 13% damage.
D-air --> Diving kick. Weak knockback. 4% to 5% damage while falling and 5%
damage when landing.
==============================================
Special Moves (B moves) and Grabs/Throws. ====
==============================================
B --> Paralyzer. No knockback. Stuns the foe the longer it is charged, but not
as long as her D-smash. 4% damage if uncharged. 6% damage if fully charged.
Forward B --> Plasma Whip. High knockback if hit at the tip. 3% damage. 16%
damage at the tip. Can be used as Tether recovery.
Down B --> Flip Jump. Good for horizontal recovery. If you press the A button,
Zero Suit Samus will do a kick (you can change the direction of the kick).
12% damage of hit at the tip. Also a Spike.
Up B --> Plasma Wire. Does 4 hits. 4th hit brings your opponent back down. 15%
damage if all 4 hits land. Tether recovery move.
Forward throw --> 9% damage. Does two hits: 7% and 2% damage.
Backward throw --> 6% damage. Does two hits: 2% and 4% damage.
Up throw --> 10% damage. Does two hits: 2% and 8% damage.
Down throw --> 7% damage. Does two hits: 2% and 5% damage.
_____________________________________________________________________
-----------------------------\
Final Smashes [FS1] ======================================
-----------------------------/
_____________________________________________________________________
This part is so special that I gave it a section all to itself. Samus and Zero
Suit Samus both have completely different Final Smashes. Using one of them
will turn you into the other form. EG: Using SamusÃ¢Â€Â™ Final Smash turns you
into
Zero Suit Samus.
=============================
Getting the Smash Ball. =====
=============================
For Samus, I would advise using her U-air or F-air moves. They both do
significant amount of damage and IÃ¢Â€Â™ve often broke the Smash Ball using them.
Do not use her Screw Attack unless the Smash Ball has been significantly
weakened because you will go into helpless mode and your opponent will have
more time to break open the Smash Ball. Her Morph Ball Bomb can also be
useful.
Getting the Smash Ball with Zero Suit Samus is harder. Use her U-air or F-air,
also. They are not as good as Samus, but they are faster, so use that to your
advantage. You may be able to hit it several times before touching the ground.
If you are having a 1 on 1 match, you can try to stun your opponent so that
he/she will have a less chance of getting it.
=============================
Using the Final Smash. ======
=============================
-----------
Samus
-----------
SamusÃ¢Â€Â™ Final Smash travels horizontally, but slowly. The laser is about
slightly bigger than SamusÃ¢Â€Â™ height in width. Anyone caught inside it will not
be able to get out. The Zero Laser lasts for about 3 seconds. You can also
tilt the Control stick up or down to change the angle of the Laser a bit.
IÃ¢Â€Â™ve found doing so can reel your opponents in the Laser easier.
Also note that if your opponent is behind you, but is near, the Laser will
pull them in. This is very helpful.
The Laser itself does about 45% damage, more or less and a finisher, which
deals very good knockback and deals more damage.
Setting yourself up can be difficult. An easy way to use this move is to move
to the very edge of the stage, jump once and activate it. You should be able
to cover more of the stage than if you use it on the ground. DO NOT, I REPEAT,
DO NOT USE SAMUSÃ¢Â€Â™ FINAL SMASH OVER A VOID. You will start to fall slowly
while
you change to your Zero Suit form, but then you fall faster and you wonÃ¢Â€Â™t
have
an opportunity to recover because of the amount of time it takes for you to be
able to move.
After using this Final Smash, you will switch to Zero Suit Samus.
Also, donÃ¢Â€Â™t forget to use your armour pieces if you donÃ¢Â€Â™t kill
your opponents.
They should have at least 50% damage and the armour pieces deal quite good
knockback and damage.
---------------------
Zero Suit Samus
---------------------
Zero Suit SamusÃ¢Â€Â™ Final Smash is harder to pull off the SamusÃ¢Â€Â™.
Even if you do
it correctly, your opponents can probably escape. Her Final Smash is named
"Power Suit Samus"
Basically, Samus sort of levitates in the air, drags her opponents towards her
and, if they are in contact with her when she starts to transform, your
opponents will receive incredible knockback. I recommend using this move if
you opponents are at around 60% damage.
Once you turn into Samus, she kind of stays in the air a bit to show off her
Power Suit. If your opponents touch you during this time, they will get
damaged.
For both of the Final Smashes, you should try and find the best opportunity to
use it, especially when your opponent least expects it.
However, do not forget that you can still drop the Smash Ball. I would
advise to use SamusÃ¢Â€Â™ missiles if you want to rack up damage before unleashing
the Zero Laser.
It is unfortunate that when Zero Suit Samus is on standby mode, she cannot use
her Paralyzer, which would have been very useful when activating her Final
Smash.
_____________________________________________________________________
-----------------------------\
Strategies and Combos [STR1] ======================================
-----------------------------/
_____________________________________________________________________
===========
Samus =====
===========
----------------
Strategies
----------------
- Fully charge up her Charge Shot as often as possible. You never know when
you will need it.
- Use SamusÃ¢Â€Â™ Grapple Beam in midair to get close to your opponent. You will
need to know how to Short Hop effectively for this. If you can Short Hop well,
you can spam this move more effectively.
- SamusÃ¢Â€Â™ missiles are can be spammed in midair. If you cannot Short Hop well,
you can spam her Homing missiles in the air as an approach.
- If you want to put some distance between you and your opponent, you can back
away while dropping Morph Ball Bombs. Your opponent wonÃ¢Â€Â™t be able to chase
you
as easily by doing this.
- Practice her Meteor Smash, as it is very useful in battle. You will need to
time it properly. Also, be careful when using this move over a void if you are
not used to it.
- Her Bomb Jump recovery is also very useful for horizontal recovery. See the
Miscellaneous section for more detail.
- If you use Samus' Grapple Beam while on the ground to grab your opponent,
will be left open for attack if you miss. However, if you are running when you
use your Grapple Beam, you have shorter lag time.
- If you are in the air and you are about to land near your opponent, use your
D-air so that your opponent won't have a chance to juggle you.
- Samus' Tackle and D-smash are both good launchers. Use them to start combos.
From Aquarys:
- A good way to finish off your foe is to roll dodge behind him/her, then use
D-tilt. This is a good finisher, but it can also be used to start combos
because your opponent goes really far up.
----------------
Combos
----------------
Here, I will list the combos I know of. I got two of these from Hylian's
Samus videos. The others are by me.
Electric Whip - Short Hop, then Grapple Beam. Repeat are much as you want.
As stated above, this move is useful for appraoching your opponent. This combo
can also rack up a decent amount of damage is you can Short Hop repetively.
Before I forget to mention, Samus' Grapple Beam has decent knockback, despite
the long range and speed.
Furious Missiles - Jump, F-tilt B, F-tilt B, Jump, F-tilt B, F-tilt B.
Again, a useful approach combo. This is good for people who can't Short Hop
well. Since the Homing missiles slow down before detonating, if you are
spamming the missiles, there will be around 2 missiles staying aloft between
you and your opponent. And since the missiles can't hurt you, you can run in
and attack. I recommend using Samus' Dashing attack (Tackle).
Morph Ball Bomb Mine - Hold down, continously keep pressing B while moving
away from your opponent.
This move is useful for retreating from your opponent. You will drop several
Bombs while backing away and your opponent will either stay away while the
Bombs remain or jump and try to attack you. If they try to do that, you can
use Samus' U-smash move.
=====================
Zero Suit Samus =====
=====================
----------------
Strategies
----------------
- Use her Paralyzer if you want to start a combo easily.
- I find it efficient to run towards your opponent, jump, then charge up her
Paralyzer as you fall back down. If you time it correctly, you will shoot the
Paralyzer when you are right in front of your opponent.
- Do not use her D-air above a void. Doing so will kill yourself.
- Use Zero Suit Samus' U-air as often as possible if your opponent is in
midair. This strategy will continously launch your opponent upwards.
- Her Plasma Whip (Forward B) is a good finishing move.
- Zero Suit Samus' Dashing attack is useful for starting a combo.
- If you can, use her Flip Jump Kick to get back on the stage if your
opponent is edgeguarding you.
- Her Flip Jump Kick is a good Meteor Smash, but you must hit your opponent at
the tip of her kick to Spike. This is harder to do than Samus' Meteor Smash.
- You can use her D-smash to stuns foes that are hanging on a ledge.
----------------
Combos
----------------
Flying Fury - Run towards your opponent, press A, U-tilt, Jump, U-air, then
continously keep using U-air on your opponent.
An extremely annoying move for your opponent. This combo will keep on
launching your opponent upwards. If he/she has a good amount of damage, you
can U-air him/her as high as possible for a Star KO.
This combo can be hard to do depending on how good your opponent is at
maneuvering while in midair. This combo is easy to start, though.
Gravity Pull - Launch your opponent upwards with either U-tilt or D-tilt,
Jump, U-air, Up B.
This combo is good at racking up damage. When you launch them in the air, you
use her U-tilt to launch them even further up. Then, you use her Plasma Wire
to bring them back down. You can attack your opponent with either D-air or
F-air, depending on where your opponent is.
========================================
This is a combo my friend told me: =====
========================================
Side B, Run towards your opponent, Jump, Down B, F-air.
When you use her Plasma Whip, you should make sure your enemy will fly over
the void. Then, you Jump towards them, use her Flip Jump if your opponent is
out of reach, then use F-air to kill your opponent. The reason you use her
Down B instead of double jumping is because you may need the second jump when
you are getting back on the stage. Do not use her Flip Jump Kick unless it
will hit. The Flip Jump kick will send the enemy forward, to the edge of the
screen, or it will spike. If your opponent is out of reach for some reason,
you will use F-air to knock your opponent off the screen.
He says that this should kill because your opponent will be near the edge of
the screen.
=====================================
This is a combo from Tempest62: =====
=====================================
Stunning Spiral - D-smash, D-smash, U-smash
"I find using the C-stick works best because it's easier to perform each
attack in quick succession. ZSS's Up Smash fires off fast enough that they
shouldn't be unparalyzed from the second Down Smash. Not only does it work
really well, it does around 30% damage. And since her Up Smash sends them into
the air you can cause more damage with ZSS's Up Air attack."
_____________________________________________________________________
-------------------------------------------\
Fighting against certain characters [CHAR1] =========================
-------------------------------------------/
_____________________________________________________________________
The order of the list is from up to down and left to right of the roster.
===========
Mario =====
===========
Mario's F-air is a good Spike if used properly. Remember that. Otherwise,
Mario is pretty easy to beat with either Samus or Zero Suit. His Forward B
move is a good edgeguarding move if used properly. Mario's Up B move is also
dangerous, especially near the top of the stage. When attacking him, use
fast-acting attacks, such as Tackle, or D-tilt. You shouldn't have too much
problem if you are using Zero Suit Samus.
What a lot of people do is underestimate Mario's FLUDD (Down B). It pushes you
back, but does not stun you, so if you are in helpless mode, the FLUDD could
kill you.
His Side B has similar properties. It does damage, but does not stun you.
The difference is that it flips you around, so if you are about to use the
Screw attack to the left, Mario could make you go to the right.
Final Smash: Mario's Final Smash works like this: The longer you are stuck
in there, the more likely you are to die. Either jump over the blast, if you
can or try to dodge your way through the fire. Try not to get sucked into the
middle of it.
===========
Luigi =====
===========
The man in green. Luigi is faster than Samus, from my point of view. Watch out
for his Fire Jump punch. If it connects at the start of the attack, you will
get launched far and gain a lot of damage. Adding to his Fire Jump Punch, his
Side B move has good knockback when fully charged up. There is also a 1/8
chance that Luigi will explode doing this, thus doing greater damage and
knockback. You also might want to watch out for his aerial attacks. A good
Luigi player will use it to start combos. Luigi also has excellent recovery
if used correctly. He has his Side B move for horizontal recovery, Down B and
Up B for vertical recovery. I advise Juggling him or use good aerial moves,
despite one of his strengths is having good air attacks. Luigi's Dashing
attack can get annoying if used often. His A, A, A combo is also very good, so
watch out for those, too.
Final Smash: Luigi's Final Smash is very easy to get caught it becuase of the
large radius compared to the stage. If you get caught in it, you will get
affected with several negative effects such as:
Drastically reduced attack power
Greater launch distance when hit
Increased likelihood of slipping
Steady increase in damage percentage
Flower growth on head
Dizziness
Uncontrollable taunting
Sudden sleepiness
Decreased movement speed
...And so on. (Thanks to
http://www.smashbros.com/en_us/characters/hidden03.html)
To avoid being immobile (going to sleep or getting dizzy), you can either stay
in the air or grab a ledge. Otherwise, you are pretty much done for.
===========
Peach =====
===========
Peach has one of the best, if not the best, horizontal recovery. If you knock
her far off the stage, but she doesn't get KOed, I would recommend trying to
spike her. It should be easy if she is hovering. Spiking her will usually mean
death for her no matter what percentage she is at because she has terrible
vertical recovery. She also has good aerials. If you are using Samus, you
could use missiles or the Charge Shot on her to get her damage percentage up,
then finsh off with a melee attack. If you are using Zero Suit Samus, juggle
her to her death.
Final Smash: Like Luigi's, Peach's Final Smash can leave you immobile if you
are not in the air or holding onto a ledge. So, my only advise is stay in the
air as much as possible.
============
Bowser =====
============
Bowser's Smash attacks are hurtful on Zero Suit Samus. However, Bowser is
slow, which means that you can use your speed to destroy him. Juggling Bowser
is easy, unless he uses his Down B move. If Bowser uses his Side B move and it
hits you, steer both yourself and Bowser away from the edge. Other than that,
Bowser is easy to defeat. One last last thing with Bowser is that he has a
deadly U-smash, so avoid that as much as possible.
Final Smash: If your opponent Bowser got the Smash Ball, wail on him as much
as possible in an attempt to get the Smash Ball out. If he uses it, stay away
from Giga Bowser. Use Samus or Zero Suit Samus' tether recoveries to leave
yourself hanging. Chances are, Giga Bowser will kill himself if tries to go
above a void to get you.
=================
Donkey Kong =====
=================
You can Donkey Kong like Bowser, but his attacks have higher knockback and
have slightly longer reach. He is also faster than Bowser, so keep that in
mind. Donkey Kong has good horizontal recovery, but poor vertical recovery, so
you can get kill him easily if you can get him below the ledge. He can grab
also you, the jump off the edge and kill both you and himself. Just keep on
smashing the Control Stick to break yourself free.
One other thing I need to mention is that Donkey Kong has really good ledge
guarding potential.
Final Smash: As with Bowser, try to knock the Smash Ball out of him first. If
he activates it, the only thing you can do is keep your distance. DK's Final
Smash, if used perfectly, is deadly at close range.
================
Diddy Kong =====
================
Diddy Kong is pretty easy to take down because of his light weight. His Down B
move is annoying. His Peanut Popgun can also be used at long range, so watch
out for that. Diddy Kong's Side B move is that he jumps on you and holds onto
you. You can take him down any way you want, but I would advise using melee
attacks as they are more effective against light characters.
Final Smash: If Diddy Kong manages to get the Smash Ball and use it, the only
thing you can do is use perfectly timed Roll dodges. With enough dodging
skills, you can avoid every single Peanuts that are shot at you.
===========
Yoshi =====
===========
He has god recovery, both vertical and horizontal. Be careful around Yoshi's
Up B moves, especially when he is using it to recover. Yoshi's B move can
be lethal if you fall off the stage while you are inside the egg. To avoid
such a kill, keep on moving the Control Stick at a 360 direction. Yoshi's
Down B move also gives good knockback, but, like Bowser's, leaves him open to
attacks. Yoshi's Side B move, where he get into an egg and rolls around, can
rack up a good amount of damage without proper dodging skills. I advise
standing near the edge because if Yoshi falls off while using this move, he
has a good chance of dying.
Final Smash: Once Yoshi turns into the Super Dragon, you may want to jump in
the air and dodge his fireballs. You are an easy target if you are on the
ground.
===========
Wario =====
===========
Wario's Smash attacks are really good. Try to keep your distance from him.
Wario's Motorcycle is similar to Yoshi's Side B. Instead of standing near the
edge, you want to use missiles or Flip Jump Kick to knock him off. I don't
find Wario's aerial moves too dangerous with Samus or Zero Suit Samus. It is
his ground attacks that are lethal. His F-smash is a good finisher and his
U-smash deals considerable amount of damage. Attack him with projectiles,
then finish him off with melee attacks.
Final Smash: Just run away. Don't try to get caught in his attacks because
Wario-man's attacks are Godly. He can also fly.
====================
Link/Toon Link =====
====================
First off, look out for their Spin Attack. Link/Toon Link have good
long-ranged weapons. Link is pretty fast and Toon Link is insanely fast
compared to Samus. Do not forget that your long-ranged attacks won't do
anything if Link/Toon Link is standing still because their shield will protect
him. I would recommend keeping a slight distance from them because they can
both easily start a combo. Their A combos are also fast-acting, and annoying.
Toon Link can constantly keep launching you upwards, whether he is on the
ground or in the air. You don't want to be above Toon Link at all.
Also be careful when you get launched off the stage. They both have a
really good Spike and it is easy to hit with it. If Toon Link misses, though,
he is pretty much dead. But still be careful when recovering. Using Zero Suit
Samus' Flying Fury combo can be difficult to start and continue because of
Link/Toon Link's D-air. You may only be able to hit him about once or twice.
Final Smash: Link/Toon Link's Final Smash can't be dodged easily if you are
in range when he activates it. Just avoid being in range and try to get
behind him. You can try to do a perfectly timed sidestep to dodge it according
to an Anonymous user.
=================
Zelda/Sheik =====
=================
Sheik is fast, as you should know. She is also good at juggling, so try to use
the Flying Fury combo on her. If she launches you in the air and she
constantly juggles you, you can either use Zero Suit Samus' D-air or spam
Samus' Morph Ball Bombs. If you want to edgehog to kill Sheik, you do not need
to worry amount using the invincibility frames because she does not do any
when she reappears. Also watch out for her Needle Storm and Chain. They both
do decent amount of damage and can (according to Dojo) "shut down the
opponent." You shouldn't have too much problem with Sheik.
Zelda is slightly more dangerous than Sheik in my opinion. Her attacks are
basically about finishing off, meaning that her Smash attacks do quite good
knockback. However, she is slower than Sheik. Watch out for Din's Fire. She
can use it to keep you in the air, maybe even KO you. Use close ranged attacks
on her because if you use missiles or, worse, a fully Charged Shot, she can
use Naryu's Love to deflect it back. One important thing to remember with
Zelda is that her special attacks leave her open to attack.
Final Smash: Don't try to dodge this. Trust me. It won't work. Well, it will
work, but you have to execute a perfectly timed sidestep dodge, according to
an Anonymous user.
Her Light Arrow stuns you before it is fired, so it is harder to dodge. What
you must do is to avoid being in front of Zelda/Sheik, like Link/Toon Link's
Final Smash. To get the Smash Ball out of her, use the same technique you
would use with Link.
===============
Ganondorf =====
===============
Ganondorf is basically like Captain Falcon, except with more powerful attacks
and slower pace. Use his slowli-ness to your advantage. Tie together quick
melee attacks and then send him flying to the air. You can then try to star KO
him with Zero Suit Samus' U-air or rack up more damage with Samus' aerial
moves and then finish off with D-tilt. Ganondorf seems easier than Captain
Falcon, as I see it because his Side B move does not send you in the air, and
if he tries to use it to Spike, he will kill himself.Also, his Warlock Punch
has very high knockback.
Final Smash: Ganondorf's Final Smash has infinite range and will most likely
kill you. His Ganon form is also really huge, so you will need to get up high
above him in order to avoid it.
When he activates it, he will stomp on the ground, then charge. When he
stomps, you will get stunned if you are in front of him.
=========
Pit =====
=========
Let me first note that Pit has two Special Moves that reflect projectiles:
His Down B and Side B. Missiles and the Charge Shot may not be as effective
against Pit as with other characters. Because of this, I would recommend you
to use melee attacks. It is hard to Juggle Pit because of his multiple midair
jumps. Pit's Side B move is also annoying because it can rack up a good amount
of damage depending on the situation. His Arrows are also fast and have
unlimited range, so watch out for that. To counter arrow spammers, spam your
very own missiles. If you are using Zero Suit Samus, you can use her speed to
get towards Pit while avoiding the arrows. You can also use her Flip Jump.
Pit also has really good damaging moves, you expect yourself to be at high
percentage.
Final Smash: Abuse your dodge. That's all there is to it. Either that or you
can continously edgegrab and use the invincibility frames, which I don't
recommend.
==================
Ice Climbers =====
==================
You should know that grabbing may not work very well against the Ice Climbers.
If you grab one of them, the other can simply attack you while you are busy
holding him/her. I find the Ice Climbers easy to Spike because there are two
of them and they seem to fall kind of slowly. If both Ice Climbers are alive,
then you should try to air combo them. Their B move is annoying especially
when it is spammed. If one of them is dead, then you shouldn't have too much
of a problem defeating the main Ice Climber by him/herself.
Final Smash: If they activate their Final Smash, then what you should do is
get on one side of the stage. The side you want is the side which the main Ice
Climber isn't in. In order words, if your opponent is controlling Popo instead
of Nana, then get on the side where Popo isn't on. If your opponent uses their
Up B move, then quickly get on the other side. Your opponent will not be able
to get to you because their Up B move will seperate them due to the height of
the Iceberg.
Now, once you find a safe side, grab the ledge and continously edgehop. Do not
use Tether recoveries.
===========
R.O.B =====
===========
R.O.B.'s recovery is insane! Chances are edgehogging will not help you much
against ROB. ROB's B move is pretty good considering it has long range and it
gets stronger the longer he doesn't use it. ROB's Down B move is also really
painful. It has decent knockback and can be used as an item. Of course, you
can also pick it up and either throw it at ROB or throw it off the stage. ROB
is also a medium character, so he is pretty easy to beat if you can avoid his
ridiculously strong aerial moves. You can also Juggle him fairly easily.
Final Smash: ROB's Final Smash makes him invincible, so you can forget about
your missiles. You can attempt to grab a ledge, but with ROB's amazing
recovery, he can still get you. You can also try running away, but as
mentioned before, ROB has a way of getting around the stage easily.
===========
Kirby =====
===========
This light-weight character shouldn't be too hard to KO. Kirby can absorb your
B move, meaning he can use Samus' Charge Shot or Zero Suit Samus' Paralyzer.
Kirby isn't too fast, so go you can quickly use melee attacks and rack up
damage fairly easy. You can finish off with Samus' D-tilt, because Kirby is
light, he will fly pretty far when he is hit. With Zero Suit Samus, use her
Side B move as your finisher. Kirby can get out of Juggles with his Down B
move. Also, if you are edgehogging, you might want to watch out because
Kirby's Up B move Spikes.
Final Smash: The range of Kirby's Final Smash is very large, so I would
recommend dodging at the right time. Once Kirby activate his Final Smash,
wait until about a second, then do a dodge of any kind. You will need to time
this correctly so that you dodge right when Kirby tried to force you into his
cooking pot.
================
Metaknight =====
================
Like Kirby, Metaknight is pretty light, so you should be able to kill him
fairly easy. His attacks, however, are really fast and he can rack up good
damage fairly quickly. Metaknight has excellent horizontal recovery and good
vertical recovery. To beat him, you should try to fire missiles from afar and
then finish him off with a Smash attack or something. A Metaknight user will
most likely try to approach you with a Special move, which leaves him open to
attack, so use that to your advantage. If you are using Zero Suit Samus, you
will be fine if you stick to your speed. Finish him off with her Plasma Whip.
Final Smash: Metaknight's Final Smash comes out pretty fast, so my only
advise is to continously roll dodge.
=================
King Dedede =====
=================
Another heavy weight character. King Dedede is pretty easy, but, in my
opinion, he is slightly better than them. He also has the best recovery than
other heavy weight characters.
Because he is slow, you can easily use melee attacks without getting hurt a
lot. However, King Dedede's attacks are powerful (obviously). His Down B move
can be charged and he will use it if you try to get near him. Try using Samus
or Zero Suit Samus' Down air to get near him. You can use this approach if you
can't seem to get near him. His Side B move can also be dangerous. He can pull
out a Gordo, which does great knockback. He is pretty easy to combo and you
should have no problem taking him down.
Final Smash: Stay away from the edge of the stage and try to stay in the air
as much as possible.
=============
Olimar =====
============
What I like to do is, after KO-ing Olimar, is to try my best to not give him
an opportunity to Pluck out his Pikmin. However, most people would most likely
Pluck the Pikmin while Olimar is still invincible. One strategy I can tell you
is to continously barrage Olimar with melee attacks so that he cannot Pluck.
This strategy isn't too useful because Plucking Pikmins are fast and your
opponent will find some cover.
You can also Juggle him. He is very light-weighted and Zero Suit Samus' U-air
is fast-acting, so it will be hard for an Olimar player to use D-air to hit
you. Use melee attacks because Olimar can cancel out your projectiles with his
Side B move. Samus' D-tilt is very useful.
Another way you can kill him is by edgehogging. Olimar depends on Tether
recovery, so edgehogging should be too difficult. His Up B move also gives him
a tiny vertical boost, so he can still get back on if he is right next to the
stage. A desperate Olimar player will also use his Up B move to Spike you so
that he can drag you to the abyss along with him.
Final Smash: First, stay away from him. If he activates his Final Smash near
you, you will get stuck on the ground and his Ship will most likely kill you.
Once the beasts come, stay as high as possible. When the Ship comes down, do a
dodge.
===============
Fox/Falco =====
===============
Fox's reflector (Down B), makes your missiles and Charge Shot useless. Use
them sparsely. For Fox, I would recommend melee attacks. Fox falls pretty
fast, so this may make it easier to Juggle him or make it harder. If you are
using Zero Suit Samus, fighting Fox should be easier because Fox is much
faster than Samus. However, don't be too confident. Fox is hard to beat.
For Falco, his Down B isn't as defensive as Fox's because he kicks it.
However, it has more offensive ability and can shut you down. Other than that,
you can take down Falco almost the same way as Fox.
Final Smash: Once Fox/Falco summons his Landmaster, try to stay above him. Do
not stand on the Landmaster for too long because then Fox/Falco might do a
Barrel Roll and knock you off. You could try to avoid his Landmaster by
hanging on a ledge, but he may knock you off it, too and cause you to die.
Also watch out for Falco's Landmaster because he can easily push you off the
top of the screen.
==========
Wolf =====
==========
Wolf doesn't seem to be good against aerial moves, so I would advise launching
him up in the air with Samus' U-throw, D-tilt or Zero Suit Samus' D-tilt or
U-tilt or you can use the Stunning Spiral combo, then follow up with Flying
Fury. If you are using Samus, you can rack up damage with her F-air or U-air.
As long as you can pummel him and not allow him an opportunity to
attack, he should be easy.
Just watch out because his F-smash is fast. He also has a Blaster which is
more powerful than Falco's, but he can't spam it as fast as Fox or Falco.
Like Fox, he has a reflector, so use missiles and the Charge Shot sparsely.